Cult (FiD): Difference between revisions
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An adaptation of the cult crew playbook from Blades in the Dark. | An adaptation of the cult crew playbook from Blades in the Dark. | ||
=== Claims === | |||
{| class="wikitable" | |||
|align="center" valign=top | '''Ancient Altar:''' You get +1d to the engagement roll for occult plans. ''Its blessing is with you.'' | |||
|align="center" valign=top | '''Ancient Gate:''' Safe passage in the deathlands. ''When you leave the city through this gate, the spirits of the deathlands will not molest you unless directly provoked.'' | |||
|align="center" valign=top | '''Ancient Obelisk:''' -1 stress cost for all arcane powers and rituals. ''This effect applies to all cultists, everywhere—so long as the deity is well pleased. You don't have to be on-site at the obelisk to benefit from its power.'' | |||
|align="center" valign=top | '''Ancient Tower:''' You get +1d to Consort with arcane entities on-site. ''This tower was prepared by sorcery from the pre-cataclysm and acts as an arcane lens to focus eldritch energy across the black mirror into the void.'' | |||
|align="center" valign=top | '''Cloister:''' Your Adept cohorts get +1 scale. ''More room for hopeful novices desperate to pledge their service.'' | |||
|- | |||
|align="center" valign=top | '''Offertory:''' You get +2 coin in your payoff for scores that involve occult operations. ''The frightened locals offer you tribute when you perform your dark practices. They don't want to be next.'' | |||
|align="center" valign=top | '''Sanctuary:''' +1d to Command and Sway rolls on-site. ''Your sanctuary maintains its effect as long as your deity is well-pleased with your service.'' | |||
|align="center" valign=top | '''Spirit Well:''' You get +1d to Attune rolls on-site. ''A spirit well draws ghosts and other things to its power, which you harness to aid your arts.'' | |||
|align="center" valign=top | '''Sacred Nexus:''' You get +1d to healing treatment rolls. ''Ancient arcane energy seeps into the wounded here, speeding their recovery, and marking them consecrated by its power.'' | |||
|align="center" valign=top | '''Vice Den:''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. | |||
|} | |||
=== Heat & Wanted Level === | |||
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐ | |||
=== Coin === | |||
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐ | |||
=== Special Abilities === | |||
# '''Chosen:''' Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3). | |||
# '''Anointed:''' You gain +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm. | |||
# '''Bound in Darkness:''' You may use teamwork maneuvers with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist. | |||
# '''Conviction:''' Each PC gains an additional vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again. | |||
# '''Glory Incarnate:''' Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned. | |||
# '''Sealed in Blood:''' Each human sacrifice yields -3 stress cost for any ritual you perform. | |||
# '''Zealotry:''' Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls when they act against enemies of the faith. | |||
=== Crew XP === | |||
At the end of each session, for each item below, mark 1 xp (or instead mark 2xp if that item occurred multiple times). | |||
# Advance the agenda of your deity or embody its precepts in action. | |||
# Contend with challenges above your current station. | |||
# Bolster your crew's reputation or develop a new one. | |||
# Express the goals, drives, inner conflict, or essential nature of the crew. | |||
=== Contacts === | |||
# Gagan, an academic | |||
# Adikin, an occultist | |||
# Hutchins, an antiquarian | |||
# Moriya, a spirit trafficker | |||
# Mateas Kline, a noble | |||
# Bennett, an astronomer | |||
=== Crew Upgrades === | |||
☐ Cult Rigging (You get 2 free load worth of document or implement items) | |||
☐ Ritual Sanctum in Lair (Counts as a sacred and arcane workshop for occult practices and rituals) | |||
☐ Elite Adepts | |||
☐ Elite Thugs | |||
☐-☐-☐ Ordained (Each PC gets +1 trauma box) | |||
'''Lair''' | |||
☐ ☐ Ritual Sanctum | |||
☐ ☐ Hidden | |||
☐ Quarters | |||
☐ Secure | |||
☐ ☐ Vault | |||
☐ Workshop | |||
'''Training''' | |||
☐ Insight | |||
☐ Prowess | |||
☐ Resolve | |||
☐ Personal | |||
☐-☐-☐-☐ Mastery | |||
'''Quality''' | |||
☐ Documents | |||
☐ Implements | |||
☐ Supplies | |||
☐ Tools | |||
☐ Weapons | |||
'''Cohort upgrade costs''' | |||
:New Cohort: ☐-☐ | |||
:Add Type: ☐-☐ | |||
=== Cohorts === | |||
==== Adepts ==== | |||
Quality ☐ ☐ ☐ ☐ | |||
Weak ☐, Impaired ☐, Broken ☐, Armor ☐ | |||
==== Thugs ==== | |||
Quality ☐ ☐ ☐ ☐ | |||
Weak ☐, Impaired ☐, Broken ☐, Armor ☐ | |||
=== Opportunities === | |||
# A student at Doskvol Academy publishes a treatise claiming your god is a corrupted translation of an even more ancient god. | |||
# It has become trendy for young people of high society to pretend to swoon and have visions, but not all of them are pretense. | |||
# Construction work has accidentally unearthed an ancient spirit well, and awakened the entities trapped there since the cataclysm. | |||
# A rival cult's secret regalia have some connection with the Immortal Emperor: are they his agents or is it mere coincidence? | |||
# A noble performed a desperate ritual seeking assistance from your god. You have been chosen as the instrument of its aid. | |||
# A prominent collector of artifacts chokes to death in the streets, vomiting blackened blood and gasping the name of your god. | |||
# A rival cult is destroying any and all artifacts and sites sacred to other gods. They seem to have some arcane means of discovery. You may be next. | |||
# The murder of a noble has signs and sigils of your god left at the crime scene. | |||
# Local citizens in the area around your lair have started working together at odd times, in a trance, constructing something alien out of strange debris. | |||
# A trio of formidable ghosts arrive at your lair and announce themselves as the true ancient masters of your cult. | |||
# The anointed champion of a rival cult challenges your chosen one to deadly combat. | |||
# The Spirit Wardens intend to revive an ancient barbarism and burn a “witch” in the public square. Your god forbids this to occur, now or ever. | |||
# A moldy tome has been recovered from the bag of a Tycherosi vagrant: it contradicts some vital tenet of your cult's doctrine. | |||
# A wealthy cult offers you riches (coin, claim, cohort, etc.) to abandon your faith and enter into their congregation. | |||
# A leviathan hunter ship returns to port, devoid of crew or any items save one thing: a huge pyramid of alien metal, thrumming with the secret name of your god. | |||
# A gang of thugs is having serious mystical problems from a rival group. They hire you to put an end to it. | |||
# Blessed coins placed in the mouths of the faithful dead allow ghosts to return even after the Spirit Wardens have seen to them. Who is doing this? How? | |||
# Your altars crumble, your artifacts crack. Demonstrate your true faith, or despair. | |||
Revision as of 12:54, 4 September 2024
| Starfox's Blades in the Dark fan page |
A cult has a religious agenda and fights over the souls of a population. This can involve reforming an existing church, introduce a new faith, create a secret cult that acts in the shadows.
An adaptation of the cult crew playbook from Blades in the Dark.
Claims
| Ancient Altar: You get +1d to the engagement roll for occult plans. Its blessing is with you. | Ancient Gate: Safe passage in the deathlands. When you leave the city through this gate, the spirits of the deathlands will not molest you unless directly provoked. | Ancient Obelisk: -1 stress cost for all arcane powers and rituals. This effect applies to all cultists, everywhere—so long as the deity is well pleased. You don't have to be on-site at the obelisk to benefit from its power. | Ancient Tower: You get +1d to Consort with arcane entities on-site. This tower was prepared by sorcery from the pre-cataclysm and acts as an arcane lens to focus eldritch energy across the black mirror into the void. | Cloister: Your Adept cohorts get +1 scale. More room for hopeful novices desperate to pledge their service. |
| Offertory: You get +2 coin in your payoff for scores that involve occult operations. The frightened locals offer you tribute when you perform your dark practices. They don't want to be next. | Sanctuary: +1d to Command and Sway rolls on-site. Your sanctuary maintains its effect as long as your deity is well-pleased with your service. | Spirit Well: You get +1d to Attune rolls on-site. A spirit well draws ghosts and other things to its power, which you harness to aid your arts. | Sacred Nexus: You get +1d to healing treatment rolls. Ancient arcane energy seeps into the wounded here, speeding their recovery, and marking them consecrated by its power. | Vice Den: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. |
Heat & Wanted Level
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
Coin
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
Special Abilities
- Chosen: Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).
- Anointed: You gain +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.
- Bound in Darkness: You may use teamwork maneuvers with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.
- Conviction: Each PC gains an additional vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.
- Glory Incarnate: Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.
- Sealed in Blood: Each human sacrifice yields -3 stress cost for any ritual you perform.
- Zealotry: Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls when they act against enemies of the faith.
Crew XP
At the end of each session, for each item below, mark 1 xp (or instead mark 2xp if that item occurred multiple times).
- Advance the agenda of your deity or embody its precepts in action.
- Contend with challenges above your current station.
- Bolster your crew's reputation or develop a new one.
- Express the goals, drives, inner conflict, or essential nature of the crew.
Contacts
- Gagan, an academic
- Adikin, an occultist
- Hutchins, an antiquarian
- Moriya, a spirit trafficker
- Mateas Kline, a noble
- Bennett, an astronomer
Crew Upgrades
☐ Cult Rigging (You get 2 free load worth of document or implement items) ☐ Ritual Sanctum in Lair (Counts as a sacred and arcane workshop for occult practices and rituals) ☐ Elite Adepts ☐ Elite Thugs ☐-☐-☐ Ordained (Each PC gets +1 trauma box)
Lair ☐ ☐ Ritual Sanctum ☐ ☐ Hidden ☐ Quarters ☐ Secure ☐ ☐ Vault ☐ Workshop
Training ☐ Insight ☐ Prowess ☐ Resolve ☐ Personal ☐-☐-☐-☐ Mastery
Quality ☐ Documents ☐ Implements ☐ Supplies ☐ Tools ☐ Weapons
Cohort upgrade costs
- New Cohort: ☐-☐
- Add Type: ☐-☐
Cohorts
Adepts
Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐
Thugs
Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐
Opportunities
- A student at Doskvol Academy publishes a treatise claiming your god is a corrupted translation of an even more ancient god.
- It has become trendy for young people of high society to pretend to swoon and have visions, but not all of them are pretense.
- Construction work has accidentally unearthed an ancient spirit well, and awakened the entities trapped there since the cataclysm.
- A rival cult's secret regalia have some connection with the Immortal Emperor: are they his agents or is it mere coincidence?
- A noble performed a desperate ritual seeking assistance from your god. You have been chosen as the instrument of its aid.
- A prominent collector of artifacts chokes to death in the streets, vomiting blackened blood and gasping the name of your god.
- A rival cult is destroying any and all artifacts and sites sacred to other gods. They seem to have some arcane means of discovery. You may be next.
- The murder of a noble has signs and sigils of your god left at the crime scene.
- Local citizens in the area around your lair have started working together at odd times, in a trance, constructing something alien out of strange debris.
- A trio of formidable ghosts arrive at your lair and announce themselves as the true ancient masters of your cult.
- The anointed champion of a rival cult challenges your chosen one to deadly combat.
- The Spirit Wardens intend to revive an ancient barbarism and burn a “witch” in the public square. Your god forbids this to occur, now or ever.
- A moldy tome has been recovered from the bag of a Tycherosi vagrant: it contradicts some vital tenet of your cult's doctrine.
- A wealthy cult offers you riches (coin, claim, cohort, etc.) to abandon your faith and enter into their congregation.
- A leviathan hunter ship returns to port, devoid of crew or any items save one thing: a huge pyramid of alien metal, thrumming with the secret name of your god.
- A gang of thugs is having serious mystical problems from a rival group. They hire you to put an end to it.
- Blessed coins placed in the mouths of the faithful dead allow ghosts to return even after the Spirit Wardens have seen to them. Who is doing this? How?
- Your altars crumble, your artifacts crack. Demonstrate your true faith, or despair.
